[10:55] <noobman> @ccp_larrikin: can you explain what i asked about the basic attack to these dudes?

[10:55] <noobman> They are missile application with optimal range and fall off

[10:55] <noobman> so like 4 factors that apply to application

[10:55] <ccp_larrikin> The basic attack has optimal + falloff like a gun, and in falloff the damgae is lowered just like it would be for any projectile weapon. But the tracking, instead of using the turret tracking formula instead uses the missile applicaiton formula

[10:56] <noobman> I'm curious if that blows everyone elses mind or i was just out of the loop on that one

[10:57] <titus.tallang> ccp_larrikin: QoL thing, can we make them somehow not display 0 damage all the time?

[10:57] <ccp_larrikin> its on the list of thing I'd like to improve :slightly_smiling_face:

[10:57] <titus.tallang> ty

[10:58] <ccp_larrikin> @noobman: its been well known for a while now, atleast i thought it was? All the stats are there and it was asked in a couple of places / explained

[10:58] <noobman> I mean is makes super sense because they are moving so fast they just need to be in range

[10:58] <ccp_larrikin> ok, not well known, but known

[10:58] <titus.tallang> yeah they use missile formula for everything

[10:58] <titus.tallang> because otherwise you end up with them killing their own tracking

[10:59] <noobman> Do omnidirection tracking links after the explosion radius and velocity?